Misc input related changes to facilitate upcoming merges.
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85f327d8d3
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60
imgui.cpp
60
imgui.cpp
@ -4046,6 +4046,18 @@ static void UpdateAliasKey(ImGuiKey key, bool v, float analog_value)
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key_data->AnalogValue = analog_value;
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}
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// [Internal] Do not use directly (should read io.KeyMods instead)
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static ImGuiModFlags GetMergedModFlags()
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{
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ImGuiContext& g = *GImGui;
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ImGuiModFlags key_mods = ImGuiModFlags_None;
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if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; }
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if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; }
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if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; }
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if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; }
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return key_mods;
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}
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static void ImGui::UpdateKeyboardInputs()
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{
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ImGuiContext& g = *GImGui;
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@ -4086,10 +4098,10 @@ static void ImGui::UpdateKeyboardInputs()
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}
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if (io.BackendUsingLegacyKeyArrays == 1)
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{
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io.KeysData[ImGuiKey_ModCtrl].Down = io.KeyCtrl;
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io.KeysData[ImGuiKey_ModShift].Down = io.KeyShift;
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io.KeysData[ImGuiKey_ModAlt].Down = io.KeyAlt;
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io.KeysData[ImGuiKey_ModSuper].Down = io.KeySuper;
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GetKeyData(ImGuiKey_ModCtrl)->Down = io.KeyCtrl;
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GetKeyData(ImGuiKey_ModShift)->Down = io.KeyShift;
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GetKeyData(ImGuiKey_ModAlt)->Down = io.KeyAlt;
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GetKeyData(ImGuiKey_ModSuper)->Down = io.KeySuper;
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}
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}
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@ -4382,18 +4394,6 @@ void ImGui::UpdateHoveredWindowAndCaptureFlags()
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io.WantTextInput = (g.WantTextInputNextFrame != -1) ? (g.WantTextInputNextFrame != 0) : false;
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}
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// [Internal] Do not use directly (can read io.KeyMods instead)
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ImGuiModFlags ImGui::GetMergedModFlags()
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{
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ImGuiContext& g = *GImGui;
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ImGuiModFlags key_mods = ImGuiModFlags_None;
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if (g.IO.KeyCtrl) { key_mods |= ImGuiModFlags_Ctrl; }
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if (g.IO.KeyShift) { key_mods |= ImGuiModFlags_Shift; }
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if (g.IO.KeyAlt) { key_mods |= ImGuiModFlags_Alt; }
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if (g.IO.KeySuper) { key_mods |= ImGuiModFlags_Super; }
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return key_mods;
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}
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void ImGui::NewFrame()
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{
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IM_ASSERT(GImGui != NULL && "No current context. Did you call ImGui::CreateContext() and ImGui::SetCurrentContext() ?");
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@ -7778,8 +7778,8 @@ static const char* const GKeyNames[] =
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"GamepadL1", "GamepadR1", "GamepadL2", "GamepadR2", "GamepadL3", "GamepadR3",
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"GamepadLStickLeft", "GamepadLStickRight", "GamepadLStickUp", "GamepadLStickDown",
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"GamepadRStickLeft", "GamepadRStickRight", "GamepadRStickUp", "GamepadRStickDown",
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"ModCtrl", "ModShift", "ModAlt", "ModSuper",
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"MouseLeft", "MouseRight", "MouseMiddle", "MouseX1", "MouseX2", "MouseWheelX", "MouseWheelY",
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"ModCtrl", "ModShift", "ModAlt", "ModSuper",
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};
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IM_STATIC_ASSERT(ImGuiKey_NamedKey_COUNT == IM_ARRAYSIZE(GKeyNames));
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@ -8146,33 +8146,33 @@ void ImGui::UpdateInputEvents(bool trickle_fast_inputs)
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{
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ImGuiKey key = e->Key.Key;
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IM_ASSERT(key != ImGuiKey_None);
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const int keydata_index = (key - ImGuiKey_KeysData_OFFSET);
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ImGuiKeyData* keydata = &io.KeysData[keydata_index];
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e->IgnoredAsSame = (keydata->Down == e->Key.Down && keydata->AnalogValue == e->Key.AnalogValue);
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const int key_data_index = (key - ImGuiKey_KeysData_OFFSET);
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ImGuiKeyData* key_data = &io.KeysData[key_data_index];
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e->IgnoredAsSame = (key_data->Down == e->Key.Down && key_data->AnalogValue == e->Key.AnalogValue);
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if (!e->IgnoredAsSame)
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{
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// Trickling Rule: Stop processing queued events if we got multiple action on the same button
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if (trickle_fast_inputs && keydata->Down != e->Key.Down && (key_changed_mask.TestBit(keydata_index) || text_inputted || mouse_button_changed != 0))
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if (trickle_fast_inputs && key_data->Down != e->Key.Down && (key_changed_mask.TestBit(key_data_index) || text_inputted || mouse_button_changed != 0))
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break;
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keydata->Down = e->Key.Down;
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keydata->AnalogValue = e->Key.AnalogValue;
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key_data->Down = e->Key.Down;
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key_data->AnalogValue = e->Key.AnalogValue;
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key_changed = true;
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key_changed_mask.SetBit(keydata_index);
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key_changed_mask.SetBit(key_data_index);
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if (key == ImGuiKey_ModCtrl || key == ImGuiKey_ModShift || key == ImGuiKey_ModAlt || key == ImGuiKey_ModSuper)
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{
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if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = keydata->Down; }
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if (key == ImGuiKey_ModShift) { io.KeyShift = keydata->Down; }
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if (key == ImGuiKey_ModAlt) { io.KeyAlt = keydata->Down; }
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if (key == ImGuiKey_ModSuper) { io.KeySuper = keydata->Down; }
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if (key == ImGuiKey_ModCtrl) { io.KeyCtrl = key_data->Down; }
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if (key == ImGuiKey_ModShift) { io.KeyShift = key_data->Down; }
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if (key == ImGuiKey_ModAlt) { io.KeyAlt = key_data->Down; }
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if (key == ImGuiKey_ModSuper) { io.KeySuper = key_data->Down; }
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io.KeyMods = GetMergedModFlags();
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}
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// Allow legacy code using io.KeysDown[GetKeyIndex()] with new backends
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#ifndef IMGUI_DISABLE_OBSOLETE_KEYIO
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io.KeysDown[key] = keydata->Down;
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io.KeysDown[key] = key_data->Down;
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if (io.KeyMap[key] != -1)
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io.KeysDown[io.KeyMap[key]] = keydata->Down;
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io.KeysDown[io.KeyMap[key]] = key_data->Down;
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#endif
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}
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}
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10
imgui.h
10
imgui.h
@ -1437,6 +1437,10 @@ enum ImGuiKey : int
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ImGuiKey_GamepadRStickUp, // [Analog]
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ImGuiKey_GamepadRStickDown, // [Analog]
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// Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
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// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
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ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
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// Keyboard Modifiers (explicitly submitted by backend via AddKeyEvent() calls)
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// - This is mirroring the data also written to io.KeyCtrl, io.KeyShift, io.KeyAlt, io.KeySuper, in a format allowing
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// them to be accessed via standard key API, allowing calls such as IsKeyPressed(), IsKeyReleased(), querying duration etc.
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@ -1447,10 +1451,6 @@ enum ImGuiKey : int
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// backends tend to interfere and break that equivalence. The safer decision is to relay that ambiguity down to the end-user...
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ImGuiKey_ModCtrl, ImGuiKey_ModShift, ImGuiKey_ModAlt, ImGuiKey_ModSuper,
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// Mouse Buttons (auto-submitted from AddMouseButtonEvent() calls)
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// - This is mirroring the data also written to io.MouseDown[], io.MouseWheel, in a format allowing them to be accessed via standard key API.
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ImGuiKey_MouseLeft, ImGuiKey_MouseRight, ImGuiKey_MouseMiddle, ImGuiKey_MouseX1, ImGuiKey_MouseX2, ImGuiKey_MouseWheelX, ImGuiKey_MouseWheelY,
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// End of list
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ImGuiKey_COUNT, // No valid ImGuiKey is ever greater than this value
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@ -1890,7 +1890,7 @@ struct ImGuiStyle
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//-----------------------------------------------------------------------------
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// [Internal] Storage used by IsKeyDown(), IsKeyPressed() etc functions.
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// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and not io.KeysData[key]->DownDuration.
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// If prior to 1.87 you used io.KeysDownDuration[] (which was marked as internal), you should use GetKeyData(key)->DownDuration and *NOT* io.KeysData[key]->DownDuration.
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struct ImGuiKeyData
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{
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bool Down; // True for if key is down
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@ -1173,7 +1173,7 @@ struct ImGuiPtrOrIndex
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typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitArrayForNamedKeys;
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// Extend ImGuiKey_
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// [Internal] Key ranges
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#define ImGuiKey_LegacyNativeKey_BEGIN 0
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#define ImGuiKey_LegacyNativeKey_END 512
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#define ImGuiKey_Keyboard_BEGIN (ImGuiKey_NamedKey_BEGIN)
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@ -1181,7 +1181,7 @@ typedef ImBitArray<ImGuiKey_NamedKey_COUNT, -ImGuiKey_NamedKey_BEGIN> ImBitAr
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#define ImGuiKey_Gamepad_BEGIN (ImGuiKey_GamepadStart)
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#define ImGuiKey_Gamepad_END (ImGuiKey_GamepadRStickDown + 1)
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#define ImGuiKey_Aliases_BEGIN (ImGuiKey_MouseLeft)
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#define ImGuiKey_Aliases_END (ImGuiKey_COUNT)
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#define ImGuiKey_Aliases_END (ImGuiKey_MouseWheelY + 1)
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// [Internal] Named shortcuts for Navigation
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#define ImGuiKey_NavKeyboardTweakSlow ImGuiKey_ModCtrl
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@ -2720,7 +2720,6 @@ namespace ImGui
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inline void SetActiveIdUsingKey(ImGuiKey key) { ImGuiContext& g = *GImGui; g.ActiveIdUsingKeyInputMask.SetBit(key); }
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inline ImGuiKey MouseButtonToKey(ImGuiMouseButton button) { IM_ASSERT(button >= 0 && button < ImGuiMouseButton_COUNT); return (ImGuiKey)(ImGuiKey_MouseLeft + button); }
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IMGUI_API bool IsMouseDragPastThreshold(ImGuiMouseButton button, float lock_threshold = -1.0f);
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IMGUI_API ImGuiModFlags GetMergedModFlags();
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IMGUI_API ImVec2 GetKeyVector2d(ImGuiKey key_left, ImGuiKey key_right, ImGuiKey key_up, ImGuiKey key_down);
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IMGUI_API float GetNavTweakPressedAmount(ImGuiAxis axis);
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IMGUI_API int CalcTypematicRepeatAmount(float t0, float t1, float repeat_delay, float repeat_rate);
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